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What resolution are you developing in?


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#1 holgersson1988

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Posted 03 August 2012 - 10:30 PM

Hi!

I couldn't find a topic on this, sry if it already exists.
I'm making a game for Android and I'm developing it in 854x480 (landscape) which is the resolution of my Xperia Arc. This nice widescreen resolution is perfect for my game but how will it look on other devices? Especially on tablets!

Is it better to develop for a larger screen and let GM:Studio scale it down on phones? I thought that by using the smaller screen resolution I could keep the game size down a bit.

Thankful for any advice or thoughts if you have had any experience with this.

Cheers!
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#2 Keypress

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Posted 03 August 2012 - 10:40 PM

It depends on a lot of factors you haven't shared.
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#3 holgersson1988

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Posted 03 August 2012 - 11:00 PM

It depends on a lot of factors you haven't shared.


Do your experiences depend on a lot of factors I haven't shared??

Mostly I want to hear of other peoples experiences or thoughts on this. Like the title says "What resolution are you developing in?"
Also interested in if you think the game will look terrible when scaled up from 854x480 to a tablet resolution like 1280x800, I don't have a tablet to test on.
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#4 kburkhart84

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Posted 04 August 2012 - 02:31 AM

I'm deving at 1024x768. So my game looks slightly stretched on some phones, but will be pretty close on most tablets. I haven't done any extensive testing with people, but the few that have told me it seems fine to them. Also, this resolution is high enough that you won't get too much scaling up on tablets, and not too much downscaling on phones.

One thing you can look at if you feel the need is adjusting the view to match the resolution, and maybe even the graphics as well. For lots of games, you will be fine doing things like I am, and I think I saw somewhere that Mike had posted that the devs at Yoyo did the same thing for the games they published. But for some games, it may not work. There are a few posts around describing how to do that, and some of them I think I saw with code too.
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#5 Arusiasotto

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Posted 04 August 2012 - 04:06 AM

Well, I originally was working on a DS style game that is in 320x240. Which is fine on most phones. But then I got a Nexus 7, and the aspect stretching can be a tad wonky, but it's livable. I am just trying to resist redoing my entire system in that resolution...
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#6 WWAZman

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Posted 04 August 2012 - 05:55 AM

Well, I originally was working on a DS style game that is in 320x240. Which is fine on most phones. But then I got a Nexus 7, and the aspect stretching can be a tad wonky, but it's livable. I am just trying to resist redoing my entire system in that resolution...


I do 440x800 on most games, or vice versa depending on the game. I mistakenly did 440x640 for one app but it;s too late to change it without resizing the readability of 55 icons. :P (looks ok on tablet anyway)

Speaking of tablets, I believe out of the 2000 people that have downloaded my most DL'd app, that only 3 of them have been known tablets (android 3.0) .. the other ones possibly being tablets were 221 of them. So far, no complaints.
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#7 firepip

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Posted 04 August 2012 - 10:52 AM

Wrong aspect ratio can look ok, unless you'r working with circles. The difference can easely be spotted if you tilt your phone from landscape to portrait mode. Therefore i use 1280X720 and i put nothing important close to the edge of the screen, so i can resize the view to match the correct aspect ratio
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